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Zeus
New Poster
Joined: 16 Jan 2011 Status: Offline Points: 38 |
Topic: Delayed attacksPosted: 22 Jan 2011 at 01:55 |
This is a good idea but it still would cause extra time play. You would have to do the same thing I did for the same reasons-to send reinforcements. In between these check upd the same thing that happened to me could happen to everybody else. Their army could be destroyed before the reinforcements got to the battle. But the length thing is good. It would still have drawbacks but then again everything has its drawbacks. And yes I did have to do a lot of things on this game daily but the thing is is that you controlled a country in europe during WWI. Almost always you are arent making enough resources to sustain your country so you invade another country. Everything earns points. I usually get to the top and stay there. After about two weeks to a month there arent a lot of players left. This is where it gets boring. You do the same things for a month and you get bored.
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 21 Jan 2011 at 23:43 |
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The Dude, i agree that 8-12 hours could be too short in some occasions. but then you buy prestige to have more delay time. i think that's already a verry good thing if every player had 8-12h as availbe delay. that's better than if delay was reserved for prestige users, or if less time was allowed no? and as you said, if you have to lauch 1 group of armies each hour but yuo must go and wont have the time to launch it after... then you delay your first army by 1 hour, the following by 2 hours etc.. for 16 launches, you just have to launch half during your first connection... and you launch the other armies 8-12 hours after, when yuo ended your day. it would ask to be connected 5 minutes 2 times in the day. Edited by Mandarins31 - 21 Jan 2011 at 23:49 |
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 21 Jan 2011 at 23:23 |
Of course there could have some drawbacks. but there mut be some ways to limit them. to begin, i think that chosing the good calculation to describe the speed of the loses is a priority. not to make battles too fast or too long. personnaly, if this feature is implemented, i think that the spped of the battle must be more fonction of the difference of power of the armies, than of the weight of the armies. for exemple, 75% of the speed would be dicted by the diference of power, and 25% would be dicted by the weight of the armies. then, if in 2 different battles the armies have the same % of power difference, but a different total weight, the 2 battles would have not a huge difference of duration. the difference of the duration would be given by the 25% of the speed dicted by the weight of the armies. would be to avoid endless battles in the case 100 000 soldiers fighted 100 000 other soldiers. personnally i think that epic battles could last days, maybe a week, as players keep reinforcing. but that would be like our actual tournaments. obviously, in the game you played, you were able to give directly new orders to you armies after or during a battle. but that's not the case in Illyriad actually. once you launched your army, you have nothing else to do. the only thing that could be possible would be eventually to send a messenger to ask your army to flee during a battle if you were outnumbered. and reinforce of course. so it doent ask more playing time i think (because you said this game was long when you were good). i think this game was long because you had too many things to regularily check, too many orders to give dayly etc... im i wrong? but for me that wont be like this if this feature was implemented Edited by Mandarins31 - 21 Jan 2011 at 23:31 |
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bartimeus
Forum Warrior
Joined: 09 Jul 2010 Location: Right behind U Status: Offline Points: 222 |
Posted: 21 Jan 2011 at 22:27 |
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You can edit your message (post option (next to the yellow gear icon) / edit post)
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Bartimeus, your very best friend.
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Zeus
New Poster
Joined: 16 Jan 2011 Status: Offline Points: 38 |
Posted: 21 Jan 2011 at 20:34 |
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Sorry acidently put my message with the qoute:|.
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Zeus
New Poster
Joined: 16 Jan 2011 Status: Offline Points: 38 |
Posted: 21 Jan 2011 at 20:32 |
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The_Dude
Postmaster General
Joined: 06 Apr 2010 Location: Texas Status: Offline Points: 2396 |
Posted: 21 Jan 2011 at 15:07 |
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Please consider, for example, that my attacks on the west flag in the tourney required 16 launches spread over a 16 hour time span (3 "groupings" each lasting between 1 hr and 1 1/2 hrs). So 8-12 hours advance timing is too short in my opinion. I suggest a min of 24 hours advance which would be a reasonable allowance for players with real lives. |
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GM Stormcrow
Moderator Group
GM Joined: 23 Feb 2010 Location: Illyria Status: Offline Points: 3820 |
Posted: 21 Jan 2011 at 13:26 |
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We're following this whole discussion carefully (and the more specific one about prolonged battles on HMs other thread).
Yes, very much our thinking. What will probably go to production is that *all* players get the ability to forward schedule troop movements, probably between 8 and 12hrs in advance, but those players with an active prestige account get an extension to this period, probably up to 48hrs. SC |
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HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 21 Jan 2011 at 10:51 |
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Yeah, I didn't really mean to derail the topic, especially with one I've covered far better elsewhere. But my idea and limited ability to schedule delayed launches are fully distinct and compatible ideas.
Obviously I'm in favor of my own idea. I've not had much to add to this discussion directly, but I do also favor the idea of allowing players to schedule launches around 8-9 hours in advance and I don't mind if an active prestige account is required. Having to spend prestige for each scheduled launch, however, would likely be pushing for too much--it would be perceived by those who don't use it as an unfair advantage, and for those who do as a tax on player activity. A thought on timing: Players who launch manually have to ensure on their own not only that they've calculated the correct launch time, but also that they actually launch right on that time. The more careful people (and especially alliances) are, the more satisfying and impressive the payoff (even if only in show of unity and talent). That's valuable player experience and participation, and should still be made worthwhile--especially if some people can't partake in the easy way. The fix is that scheduled launches should not be perfectly accurate. Instead, timing should end up being off by an unknown amount, the magnitude of which being based on a simple probability function (i.e. super-high chance of being off by 10 seconds, substantial chance of 2 minute error, marginal chance of being off by 15 minutes, tiny chance of being off by 3 hours). You set the schedule and it reports when it is supposed to launch, but you don't know when it really will until it does. This way, doing things the easy way comes with some small risk and thus encourages players who can do better to try if their personal schedules allow while consoling players who have no choice and are fighting enemies who do. Edited by HonoredMule - 21 Jan 2011 at 11:15 |
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Drejan
Forum Warrior
Joined: 30 Sep 2010 Status: Offline Points: 234 |
Posted: 21 Jan 2011 at 09:14 |
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+1 for the delayed attacks or programmed attacks
I just hate when a game FORCE you to log at a exact time to play, it's not a work. Just set the maximum delayed time to 24-48 hour. Make it a premium feature if you want, but do it pls :)
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